From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 5280 invoked by alias); 7 Dec 2003 00:59:41 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 5273 invoked from network); 7 Dec 2003 00:59:40 -0000 Received: from unknown (HELO garm.central.cmich.local) (141.209.15.48) by sources.redhat.com with SMTP; 7 Dec 2003 00:59:40 -0000 Received: from leon.phy.cmich.edu ([141.209.165.20]) by egate1.central.cmich.local with Microsoft SMTPSVC(5.0.2195.6713); Sat, 6 Dec 2003 19:59:34 -0500 Received: from localhost (unknown [127.0.0.1]) by leon.phy.cmich.edu (Postfix) with ESMTP id 3EB6F7001F; Sat, 6 Dec 2003 19:59:29 -0500 (EST) Date: Sun, 07 Dec 2003 02:02:00 -0000 From: Eric McDonald To: Peter Garrone Cc: xconq7@sources.redhat.com, Hans Ronne Subject: Re: plan_transport In-Reply-To: <20031206224329.GA473@leonardo> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-OriginalArrivalTime: 07 Dec 2003 00:59:34.0028 (UTC) FILETIME=[60E7A4C0:01C3BC5D] X-SW-Source: 2003/txt/msg00983.txt.bz2 Hi Peter, Hans, others, I agree with most of your points. On Sun, 7 Dec 2003, Peter Garrone wrote: > - Something needs to be added to the ai code so that it can distinguish > a simple ferry from something offensive, like an aircraft carrier or > bireme/trireme. This is asking a lot but perhaps some simple > heuristic could fix this. So a bireme would not go onto > PLAN_TRANSPORT, but instead grab an archer to help it in sea-battles. Perhaps this could be an additional U_PROP or UU_TABLE rather than an AI heuristic. That way the game designer has the flexibility to designate units in some 'ai-occupant-helps-transport' table. Another thing that I have been thinking about for a couple of months now is whether 'ai-peace-garrison' and 'ai-war-garrison' are really the best ways to go about specifying occupant/transport recommendations to the AI. I think that perhaps these should be TableUU things, so that the AI (with proper coding added) can be more discriminating about which units to garrison with. > - consideration could be given to implementing refueling behavior, > a boring detail for the human player, > while extending the pathfinding state space. Sounds good. > This is my "wishlist". I will attempt to implement it in stages, so > that a partial implementation may suffice for a 7.5 release, comments > invited, Thanks, Eric